Eothese, did you mean by height, the skeleton scale factor in EDU or ?
Eothese, did you mean by height, the skeleton scale factor in EDU or ?
Height as in height, the only custom skeleton I've used was the wardog and this has an entry for height in descr_animal. Setting it a little higher than the height values in descr_mount stopped both 'dog statues' (default anim) and a CTD. The reasoning behind it being that fatality/victim anims are not applied to cavalry...
In EDU there were apparently height and radius entries in RTW which M2 may still accept. I guess the bounding box or model comment in MS3D may do the same thing as I have some scaled up models which never seem to suffer a fatality/victim anim, but that could just be as they are hard as nails.
But this is like Pythagoras theorem, it can never be proved I just trust that it works.
Thx. I'll try to fix that with some texting then.
+rep
haven't red the whole topic..i'm not even sure if this is an animation or texture etc issue...just an "one-hit" question
could it be possible to make a sword or staff "flame-up" (like arrows,maybe for the sword not just the tip but the whole blade) while a general's "hero ability" is on ?
just his not the bodyguards' unit
-the character's model(s) is existing (witchking from "the third age" ..)
-texture and animation should be a "simple" (maybe easily said by me ,that i don't have a clue) fire's ones..
just a sword in flames ..(don't know how that applies to battle animations though..)
Spoiler Alert, click show to read:
anyway..so ,from your point of view it's doable even though far fetched
thanks for responding..
Last edited by Noobio; April 29, 2011 at 06:34 PM.
You need to download the unpacked anims.
Not even remotely possible.
eothese
"not even remotely possible " ,generaly speaking of the hero ability--triggering-->specific animation thing, or in general (there just can't be a flaming sword or a light-spreading staff etc) ?
judging by your signature ,i guess you're into fantasy concepts too (even though i'm not familiar with your signature's specific one..)..so you must have a certain experience on these "special eye-candies" ..
would it be impossible ,to make some visually "magic-weapons" ,even if trying to "manipulate" existing animations like the greek flamethrower ? (maybe building a single general's model on that in order to seem like a weapon spitting fire ?)
First problem is going to be triggering the effect, it's not possible. You either have the effect the whole time or not at all. Generals can't have 2 weapon types so that reduces options even more. You can create magic type effects for weapons and projectiles, I already have, but I seriously doubt that the sort of thing your after, from your pic, is possible. If someone would like to prove me wrong, then I willing to take a look at the end result.
ok thanks..so where can i take a look of your work ' regarding "magic type effects for weapons and projectiles" ?
ps,,could the greek-flamethrower model be used for a general-wizard firing flames from his staff ? (having only a staff and being a missile unit..if yes , would that "obbligate" an identical-type bodyguard unit ?)
Last edited by Noobio; April 30, 2011 at 02:25 PM.
My sig is a link to my work, as is that of most people. As for the ps. No, a general can only have 1 weapon type and that has to be a melee type.
I have found this tutorial very useful so far +REP
You mentioned in the first post that you plan to continue the tutorial, is this still the plan? I would very much like if you did as I would defiantly be reading it and learning from it!
Thanks again for the great tutorial Bwain
Bwian is no longer active.
Originally Posted by PM
Hi,
Yes I fixed the issue with the bowman. The biggest obstacle was not reasing that we must use KnightErrant's model exporter to export the unit. GOM's unit exporter flattens all models to a vanilla skeleton structure, so unorthodox models exported with it will not work correctly.
I've deleted all four files from the animations folder in main game and mod but still game will not start up. But when ever I put the files back in main game animations folder it starts up but crashes in unit selection in custom battles. What am I doing wrong here? I assume the new animations are not being rebuilt. Is there anyway to check? This is driving me insane!
Yes, you can check what the problem is by reading the error log. Your first step should be to get the mod using unpacked anims without adding anything new, only then should you try and make changes or add something else.
BTW you need to delete the pack files every time you make a change as they are always rebuilt, as long as there are no errors.
In this topic: http://www.twcenter.net/forums/showthread.php?t=228459
Bwian says
But i don't find how can do it.These animation files also con tain some useful hooks into other things, such as where riders are attached to mounts, and some of the hard coded behaviour for the mount classes.
I can do it in rtw, but in m2tw another animation model